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0184418394
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54a1a26a2c
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@ -9,7 +9,6 @@ use crate::{
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inputstatus::InputStatus,
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physics::{util, Physics, ShipHandle},
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render::Sprite,
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shipbehavior::{self, ShipBehavior},
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};
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pub struct Game {
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@ -21,15 +20,14 @@ pub struct Game {
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paused: bool,
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pub time_scale: f32,
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physics: Physics,
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shipbehaviors: Vec<Box<dyn ShipBehavior>>,
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world: Physics,
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}
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impl Game {
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pub fn new(ct: Content) -> Self {
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let mut physics = Physics::new();
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let mut world = Physics::new();
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let h1 = physics.add_ship(
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let c = world.add_ship(
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&ct.ships[0],
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vec![
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outfits::ShipOutfit::Gun(outfits::ShipGun::new(ct.guns[0].clone(), 1)),
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@ -39,28 +37,20 @@ impl Game {
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Point2 { x: 0.0, y: 0.0 },
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);
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let h2 = physics.add_ship(&ct.ships[0], vec![], Point2 { x: 300.0, y: 300.0 });
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let h3 = physics.add_ship(
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world.add_ship(&ct.ships[0], vec![], Point2 { x: 300.0, y: 300.0 });
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world.add_ship(
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&ct.ships[0],
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vec![outfits::ShipOutfit::Gun(outfits::ShipGun::new(
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ct.guns[0].clone(),
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0,
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))],
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vec![],
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Point2 {
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x: -300.0,
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y: 300.0,
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},
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);
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let mut shipbehaviors: Vec<Box<dyn ShipBehavior>> = Vec::new();
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shipbehaviors.push(shipbehavior::Player::new(h1));
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shipbehaviors.push(shipbehavior::Point::new(h3));
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shipbehaviors.push(shipbehavior::Dummy::new(h2));
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Game {
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last_update: Instant::now(),
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input: InputStatus::new(),
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player: h1,
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player: c,
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camera: Camera {
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pos: (0.0, 0.0).into(),
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@ -70,8 +60,7 @@ impl Game {
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paused: false,
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time_scale: 1.0,
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physics,
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shipbehaviors,
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world,
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}
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}
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@ -99,11 +88,11 @@ impl Game {
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pub fn update(&mut self) {
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let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
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for b in &mut self.shipbehaviors {
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b.update_controls(&mut self.physics, &self.input, self.player);
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}
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self.world
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.get_ship_mut(&self.player)
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.update_controls(&self.input);
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self.physics.step(t);
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self.world.tick(t);
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if self.input.v_scroll != 0.0 {
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self.camera.zoom =
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@ -112,8 +101,8 @@ impl Game {
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}
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// TODO: Camera physics
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let r = self.physics.get_ship_mut(&self.player).physics_handle;
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let r = self.physics.get_rigid_body(r.0); // TODO: r.0 shouldn't be public
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let r = self.world.get_ship_mut(&self.player).physics_handle;
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let r = self.world.get_rigid_body(r.0); // TODO: r.0 shouldn't be public
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let ship_pos = util::rigidbody_position(r);
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self.camera.pos = ship_pos;
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self.last_update = Instant::now();
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@ -123,7 +112,7 @@ impl Game {
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let mut sprites: Vec<Sprite> = Vec::new();
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sprites.append(&mut self.system.get_sprites());
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sprites.extend(self.physics.get_ship_sprites());
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sprites.extend(self.world.get_ship_sprites());
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// Make sure sprites are drawn in the correct order
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// (note the reversed a, b in the comparator)
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@ -133,7 +122,7 @@ impl Game {
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sprites.sort_by(|a, b| b.pos.z.total_cmp(&a.pos.z));
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// Don't waste time sorting these, they should always be on top.
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sprites.extend(self.physics.get_projectile_sprites());
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sprites.extend(self.world.get_projectile_sprites());
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return sprites;
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}
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@ -4,7 +4,6 @@ mod inputstatus;
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mod objects;
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mod physics;
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mod render;
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mod shipbehavior;
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use anyhow::Result;
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use galactica_content as content;
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@ -11,14 +11,11 @@ use super::ProjectileBuilder;
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use crate::{
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content,
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game::outfits,
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inputstatus::InputStatus,
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physics::{util, ShipHandle},
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render::{Sprite, SpriteTexture},
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};
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pub struct ShipTickResult {
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pub projectiles: Vec<ProjectileBuilder>,
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}
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pub struct ShipControls {
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pub left: bool,
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pub right: bool,
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@ -37,6 +34,10 @@ impl ShipControls {
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}
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}
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pub struct ShipTickResult {
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pub projectiles: Vec<ProjectileBuilder>,
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}
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pub struct Ship {
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pub physics_handle: ShipHandle,
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outfits: outfits::ShipOutfits,
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@ -44,6 +45,8 @@ pub struct Ship {
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sprite: SpriteTexture,
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size: f32,
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pub hull: f32,
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// TODO: replace with AI enum
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pub controls: ShipControls,
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}
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@ -61,13 +64,20 @@ impl Ship {
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Ship {
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physics_handle,
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outfits: o,
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controls: ShipControls::new(),
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sprite: SpriteTexture(c.sprite.clone()),
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size: c.size,
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hull: c.hull,
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controls: ShipControls::new(),
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}
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}
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pub fn update_controls(&mut self, input: &InputStatus) {
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self.controls.thrust = input.key_thrust;
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self.controls.right = input.key_right;
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self.controls.left = input.key_left;
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self.controls.guns = input.key_guns;
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}
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pub fn fire_guns(&mut self, r: &RigidBody) -> Vec<ProjectileBuilder> {
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let mut rng = rand::thread_rng();
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let mut out = Vec::new();
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@ -120,11 +130,10 @@ impl Ship {
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return out;
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}
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/// Apply the effects of all active controls
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pub fn apply_controls(&mut self, r: &mut RigidBody, t: f32) -> ShipTickResult {
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pub fn tick(&mut self, r: &mut RigidBody, t: f32) -> ShipTickResult {
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let ship_ang = util::rigidbody_angle(r);
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let engine_force = Matrix2::from_angle(ship_ang) * Vector2 { x: 0.0, y: 1.0 } * t;
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let engine_force = Matrix2::from_angle(ship_ang) * Vector2 { x: 0.0, y: 1.0 } * t;
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if self.controls.thrust {
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for e in self.outfits.iter_engines() {
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r.apply_impulse(vector![engine_force.x, engine_force.y] * e.thrust, true);
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@ -101,7 +101,7 @@ impl Physics {
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return h;
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}
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pub fn step(&mut self, t: f32) {
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pub fn tick(&mut self, t: f32) {
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// Run ship updates
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let mut res = Vec::new();
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let mut to_remove = Vec::new();
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@ -111,7 +111,7 @@ impl Physics {
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continue;
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}
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let r = &mut self.wrapper.rigid_body_set[s.physics_handle.0];
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res.push(s.apply_controls(r, t));
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res.push(s.tick(r, t));
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}
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for r in to_remove {
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self.remove_ship(r);
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@ -170,14 +170,6 @@ impl Physics {
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self.ships.get_mut(&s.1).unwrap()
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}
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pub fn get_ship_body(&self, s: &ShipHandle) -> (&objects::Ship, &RigidBody) {
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// TODO: handle dead handles
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(
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self.ships.get(&s.1).unwrap(),
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self.wrapper.rigid_body_set.get(s.0).unwrap(),
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)
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}
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pub fn get_ship_sprites(&self) -> impl Iterator<Item = Sprite> + '_ {
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self.ships
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.values()
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@ -18,13 +18,6 @@ pub fn rigidbody_angle(r: &RigidBody) -> Deg<f32> {
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.into()
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}
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pub fn rigidbody_rotation(r: &RigidBody) -> Vector2<f32> {
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Vector2 {
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x: r.rotation().im,
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y: r.rotation().re,
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}
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}
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pub fn rigidbody_velocity(r: &RigidBody) -> cgmath::Vector2<f32> {
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let v = r.velocity_at_point(&nalgebra::Point2::new(
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r.translation()[0],
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@ -220,17 +220,14 @@ impl GPUState {
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// Game dimensions of this sprite post-scale.
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// Don't divide by 2, we use this later.
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let height = s.size / s.pos.z;
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// Width or height, whichever is larger
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// Accounts for sprite rotation.
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let m = height * texture.aspect.max(1.0);
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let width = height * texture.aspect;
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// Don't draw (or compute matrices for)
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// sprites that are off the screen
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if pos.x < clip_ne.x - m
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|| pos.y > clip_ne.y + m
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|| pos.x > clip_sw.x + m
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|| pos.y < clip_sw.y - m
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if pos.x < clip_ne.x - width
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|| pos.y > clip_ne.y + height
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|| pos.x > clip_sw.x + width
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|| pos.y < clip_sw.y - height
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{
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return;
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}
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@ -1,96 +0,0 @@
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use cgmath::{Deg, InnerSpace};
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use crate::{
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inputstatus::InputStatus,
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physics::{util, Physics, ShipHandle},
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};
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pub trait ShipBehavior
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where
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Self: Send,
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{
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fn update_controls(&mut self, physics: &mut Physics, input: &InputStatus, player: ShipHandle);
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}
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pub struct Dummy {
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_handle: ShipHandle,
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}
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impl Dummy {
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pub fn new(handle: ShipHandle) -> Box<Self> {
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Box::new(Self { _handle: handle })
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}
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}
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impl ShipBehavior for Dummy {
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fn update_controls(
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&mut self,
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_physics: &mut Physics,
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_input: &InputStatus,
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_player: ShipHandle,
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) {
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}
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}
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pub struct Player {
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handle: ShipHandle,
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}
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impl Player {
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pub fn new(handle: ShipHandle) -> Box<Self> {
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Box::new(Self { handle })
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}
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}
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impl ShipBehavior for Player {
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fn update_controls(&mut self, physics: &mut Physics, input: &InputStatus, _player: ShipHandle) {
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let s = physics.get_ship_mut(&self.handle);
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s.controls.left = input.key_left;
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s.controls.right = input.key_right;
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s.controls.guns = input.key_guns;
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s.controls.thrust = input.key_thrust;
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}
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}
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pub struct Point {
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handle: ShipHandle,
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}
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impl Point {
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pub fn new(handle: ShipHandle) -> Box<Self> {
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Box::new(Self { handle })
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}
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}
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impl ShipBehavior for Point {
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fn update_controls(&mut self, physics: &mut Physics, _input: &InputStatus, player: ShipHandle) {
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let (_, r) = physics.get_ship_body(&player);
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let p = util::rigidbody_position(r);
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let (_, r) = physics.get_ship_body(&self.handle);
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let t = util::rigidbody_position(r);
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let pa = util::rigidbody_rotation(r);
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let v = r.angvel();
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let d: Deg<f32> = (t - p).angle(pa).into();
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println!("{:?}", d);
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let s = physics.get_ship_mut(&self.handle);
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s.controls.left = false;
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s.controls.right = false;
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if d < Deg(0.0) && v < 0.1 {
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s.controls.left = false;
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s.controls.right = true;
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println!("r")
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} else if d > Deg(0.0) && v > -0.1 {
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println!("l");
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s.controls.left = true;
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s.controls.right = false;
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}
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s.controls.guns = true;
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s.controls.thrust = false;
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}
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}
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